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Feature #683525

Document AI handicaps

Added by Jacob Nevins 4 months ago. Updated 4 months ago.

Status:
Closed
Priority:
Normal
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Category:
-
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% Done:

0%

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Description

Currently, the only way to know what effect different AI levels have is to read the source code.

There's a lot of speculation among players about the ways in which the AI cheats. It would be useful to have easier access to some facts.

We can at least expose the handicap system, and other properties in difficulty.c -- I suspect that's not going to completely capture the differences, but it's a lot better than nothing.

Document this in the help for the AI commands "/easy", "/hard", "/away" etc.

m-30-skill-level-doc.patch (16.5 KB) m-30-skill-level-doc.patch master/S3_0 Jacob Nevins, 2017-07-15 07:27 PM
26-skill-level-doc.patch (17.2 KB) 26-skill-level-doc.patch S2_6 Jacob Nevins, 2017-07-15 07:27 PM

History

#1 Updated by Jacob Nevins 4 months ago

  • I'd appreciate review from people familiar with the AI whether the descriptions are accurate, particular the effects about map omniscience; I only skimmed the code.
  • I'm not sure whether it's a good idea to do this for "/away", as I have.
  • It claims Cheating = Hard + ruleset effects, but the generated text belies that, due to bug #683523.

Sample (master):

> help easy
Command: easy  -  Set one or all AI players to 'Easy'.
Synopsis: easy
          easy <player-name>
Level: ctrl
Description:
  With no arguments, sets all AI players to skill level 'Easy', and sets
  the default level for any new AI players to 'Easy'. With an argument,
  sets the skill level for the specified player only.

  This skill level's features include the following. (Some rulesets may
  define extra level-specific behavior.)

  Doesn't build offensive diplomatic units.
  Gets reduced bonuses from huts.
  Prefers defensive buildings and avoids close diplomatic relations.
  Can see through fog of war.
  Doesn't build air units.
  Has complete map knowledge, including unexplored territory.
  Naive at diplomacy.
  Limits growth to match human players.
  Always offers cease-fire on first contact.
  Doesn't bribe worker or city founder units.
  Can change city production type without penalty.
  Has erratic decision-making.
  Has reduced appetite for expansion.

#2 Updated by Jacob Nevins 4 months ago

  • Status changed from Resolved to Closed

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